Cloth Simulation in Unreal Engine 5 Issues

Hi, so I have a character in Ue5 with Cape as one Skeletal Mesh. I’m trying to make Cloth Simulation. I go into skeletal Mesh, follow all the procedures and activate cloth paint, paint the gradients then deactivate cloth paint. Please see pics of before and after Cloth Paint. Can anybody tell me where I’m going wrong. I’ve removed the large collision bubble under Physics Assets



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Seems like the cloth / vertex order is just wrong.
Dont ask how. No idea.

Kinda cool though.

Paint vertex colors in blender and use the vertex paint to generate the cloth.

You say you are applying a gradient, doesn’t look like it from the end result (why I think the compilation is just incorrect).

Try following this.

Bonebreaker will not work with the new skeleton. But the nvcloth visualizer should stilll be able to run on just about anytning. You shouldn’t need to rig the item.

If even via vertex paint you get the same errors, then chaoscloth is just bad in the current version (no surpirse there!)

Thanks for the reply. I didnt Vertex paint in Blender. I just used Simply Cloth Pro then added to bone of character then exported to Ue5. I’ll go back and try vertex painting in Blender. Thanks

Not sure how that plugin works, but you said you painted the cloth in engine.

Thats got to be the reason why it doesn’t work right.
Either by just having painted areas that should not have been, or by chaos not working, or by somem bug with the mesh index…

Try ue4 too if 5 fails.
You may be able to import the cloth into 5 by upgrading a project. Who knows.

Thanks for the reply and assistance. Good idea, I’ll try Ue4 and see if I get the same results. Thanks again

Any Updates On This???

Same problem :frowning:

Any solution?

SI had the same issue for the past few days, and I couldn’t find any real solution on forums or even on ChatGPT

I m using several softwares: Maya, Zbrush and CC5. It’s not important if you don’t use Character Creator. it just makes things easier for me because of the auto setup for the rigging - skinning part

Unreal Engine and Chaos Cloth are a bit like babies: you need to be very careful with them. They’re powerful tools, but they’re not very flexible.

My clothes simulation were perfectly fine in CC5, but once imported into UE, they became laggy like in the screenshot above.

The answer turned out to be very simple for me :the problem was the topology of the clothes.

The topology wasn’t clean enough for Unreal’s cloth simulation. I didn’t have time to rework all of my clothes.I fixed it using Zbrush, with “ZRemesher It’s very simple to use, and it saves a lot of time.

I had to made sure the topology was “clean and regular” : In Maya, I reduced the polygon count, and i had to use “cleanup” to fix geometry issues, especially nonmanifold geometry -lamina faces. And “Average” and “Conform” for the vertex normals.

And tadaaa ! My cloth simulations are working perfectly now.